Gargantuan Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 225 (17d12 + 85)
Speed 40 ft., fly 80 ft., climb 50 ft.
STR
25 (+7)
DEX
14 (+2)
CON
23 (+6)
INT
25 (+7)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +8, CON +12, WIS +7, CHA +9
Skills Perception +11, Stealth +7
Damage Immunities Necrotic, Piercing
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cursed Blood Spray (Recharge 5–6). The dragon sprays cursed blood in a 30 foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 60 (14d8) necrotic damage on a failed save, or half as much damage on a successful one. a failed save will also cause the affected to take 4d4 necrotic damage per turn until heal (heal has to come from a spell) or death

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Crimson dragons dwell in the lairs of other dragons they have either killed or kicked out. Their lairs can be any kind of place but they mostly prefer mountainous caves with a little water. A crimson dragon’s lair is a dismal cave, grotto, or ruin that is in or very, very near mountain bases or peaks. The lair is littered with the blood stained bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death, decay, and the metallic scent of fresh blood.

Lair Actions(Preferred area)

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Freshly killed bodies that the dragon can see within 120 feet of it are reanimated but not like necromancy. these bodies seem to be like puppets controlled by a puppet master. these bodies act as separate enemies. each attack made by one of these "puppets" deals necrotic or poison damage.
  • the statues around the lair are very fragile and can crumble which will cause anyone in the vicinity (not including the dragon) to roll a dex saving throw and a fail will cause them to be knocked prone and successful save throw to take 20 damage
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the mountains they(crimson dragons) typically live in are of rough terrain.
  • Water sources within 1 mile of the lair are contaminated from the dragons cursed blood. Enemies of the dragon that drink such water regurgitate it within minutes. and take 1d4 necrotic damage

If the dragon dies, terrain remains as it has been, but other effects fade over 1d10 days.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwamp

Ivor_The_Dragonborne

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